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Brice Morrison's Expert Blogs
Meet Facebook Games' Ancestor: Coin-Op Arcades  |
| Posted by Brice Morrison on Wed, 26 Jan 2011 01:39:00 EST in
Design
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| Many in the gaming community sneer at social games claiming reasons such as "it's all for the money." Yet many of these same gamers' childhood favorites were designed similarly. This article looks at the similarities and try to find the real reasons. |
| Read More... | 9 Comments |
Tackling HARD Design Problems  |
| Posted by Brice Morrison on Tue, 25 Jan 2011 01:29:00 EST in
Design
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| You break out into a sweat, fearing that you’ve already tumbled past the point of no return and your only solution will be to either deliver a sub-par game experience or scrap the whole project. These moments are inevitable, but giving up isn't. |
| Read More... | 4 Comments |
Thousands of Onetime Players, or Hundreds of Diehard Players?  |
| Posted by Brice Morrison on Mon, 24 Jan 2011 01:13:00 EST in
Design
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| A game for everyone ends up being a game for no one. Are you designing your game to be for experts in your genre, or beginners? |
| Read More... | 13 Comments |
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Making Jump-Out-Of-Your-Seat Moments in a Game |
| Posted by Brice Morrison on Thu, 20 Jan 2011 11:10:00 EST in
Design
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| Some moments in games consistently blow players' minds, doing something totally out of the ordinary and creating an experience that you can't wait to tell friends about. In this article we look at the formulas for creating such experiences |
| Read More... | 9 Comments |
Why Super Mario Bros. Was So Successful  |
| Posted by Brice Morrison on Wed, 19 Jan 2011 02:00:00 EST in
Design
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| Using the Game Design Canvas as an analysis tool, we look at some of the components that made the original Super Mario Bros. so successful, and how the title could be taken further. |
| Read More... | 7 Comments |
Introduction to the Game Design Canvas  |
| Posted by Brice Morrison on Tue, 18 Jan 2011 02:00:00 EST in
Design
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| The Game Design Canvas provides a useful tool for developers to use in analyzing game experiences and creating their own. Developers ignore these experiences at their own risk. |
| Read More... | 9 Comments |
Gameplay is King, Story a Distant Second  |
| Posted by Brice Morrison on Mon, 20 Dec 2010 02:00:00 EST in
Design
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| 2009's critically acclaimed Uncharted 2 set a new standard for gameplay that moves players effortlessly through a story -- they way it's supposed to be done. This article discusses why gameplay first is the way to make a great game, and story comes after |
| Read More... | 14 Comments |
Profitable or Innovative? Setting Strong Development Goals  |
| Posted by Brice Morrison on Thu, 16 Dec 2010 01:00:00 EST in
Design
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| Is it better to build a game for money, or to build a game for innovation? Is either wrong? Can they be done together well? Here we analyze the root of this question and proper goal setting in game development. |
| Read More... | 8 Comments |
Bang for Your Buck: Getting the Most Out of Your Dev Time  |
| Posted by Brice Morrison on Wed, 15 Dec 2010 02:57:00 EST in
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| As a game developer, which of these sounds more desirable to you? A really fun 5 minute game that took ten hours to make, or a really fun 5 minute game that took one hour to make? Learn to make the most of your dev time. |
| Read More... | 6 Comments |
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Game Artwork: Choosing the Perfect Style for You |
| Posted by Brice Morrison on Sat, 30 Oct 2010 05:10:00 EDT in
Art
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| Indie and student developers should recognize that artwork is a component of their games, whether they like it or not, and make clear decisions about what they want their art to say. So what does your game's artwork say? [From TheGameProdigy.com] |
| Read More... | 1 Comments |
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